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The role of a gamified learning environment may be structured to provide an overarching narrative which functions as a context for all the learning activities. For example, a narrative might involve an impending zombie attack which can be fended off or a murder mystery which can be solved, ultimately, through the process of learning. Learning ...
The taxonomy divides learning objectives into three broad domains: cognitive (knowledge-based), affective (emotion-based), and psychomotor (action-based), each with a hierarchy of skills and abilities. These domains are used by educators to structure curricula, assessments, and teaching methods to foster different types of learning.
Early e-learning systems, based on computer-based learning/training often replicated autocratic teaching styles whereby the role of the e-learning system was assumed to be for transferring knowledge, as opposed to systems developed later based on computer-supported collaborative learning (CSCL), which encouraged the shared development of knowledge.
Instructional design (ID), also known as instructional systems design and originally known as instructional systems development (ISD), is the practice of systematically designing, developing and delivering instructional materials and experiences, both digital and physical, in a consistent and reliable fashion toward an efficient, effective, appealing, engaging and inspiring acquisition of ...
Technology - Lack of or insufficient investment in broadband access as well as up-to-date software [4] and hardware; Business Model - OER and OEP can incur a significant provider cost. [46] Typically financial models focus on technology, but they also need to account for staff; i.e., those who create, reuse, mix, and modify the content. [46]
A learning object is "a collection of content items, practice items, and assessment items that are combined based on a single learning objective". [1] The term is credited to Wayne Hodgins, and dates from a working group in 1994 bearing the name. [2]
Learning objectives, instructional approaches, and instructional content (and its sequencing) may all vary based on learner needs. In addition, learning activities are meaningful and relevant to learners, driven by their interests, and often self-initiated. [5] Typically technology is used to try to facilitate personalized learning environments.
A growing body of work is considering the role of affect on learning, with the objective of developing intelligent tutoring systems that can interpret and adapt to the different emotional states. [111] [112] Humans do not just use cognitive processes in learning but the affective processes they go through also plays an important role.